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pixi-tile-utilities

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A collection of helpful methods and objects for using Tiled Editor with Pixi.js.

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export default class TileUtilities { constructor (renderingEngine = PIXI) { if (renderingEngine === undefined) throw new Error('Please assign a rendering engine in the constructor before using bump.js') // Find out which rendering engine is being used (the default is Pixi) this.renderer = '' // If the `renderingEngine` is Pixi, set up Pixi object aliases if (renderingEngine.particles.ParticleContainer && renderingEngine.Sprite) { this.renderingEngine = renderingEngine this.renderer = 'pixi' this.Container = this.renderingEngine.Container this.TextureCache = this.renderingEngine.utils.TextureCache this.Texture = this.renderingEngine.Texture this.Sprite = this.renderingEngine.Sprite this.Rectangle = this.renderingEngine.Rectangle this.Graphics = this.renderingEngine.Graphics this.loader = this.renderingEngine.loader this.resources = this.renderingEngine.loader.resources } } // Make a texture from a frame in another texture or image frame (source, x, y, width, height) { let texture, imageFrame // If the source is a string, it's either a texture in the // cache or an image file if (typeof source === 'string') { if (this.TextureCache[source]) { texture = new this.Texture(this.TextureCache[source]) } } // If the `source` is a texture, use it else if (source instanceof this.Texture) { texture = new this.Texture(source) } if (!texture) { throw new Error(`Please load the ${source} texture into the cache.`) } else { // Make a rectangle the size of the sub-image imageFrame = new this.Rectangle(x, y, width, height) texture.frame = imageFrame return texture } } // #### getIndex // The `getIndex` helper method // converts a sprite's x and y position to an array index number. // It returns a single index value that tells you the map array // index number that the sprite is in getIndex (x, y, tilewidth, tileheight, mapWidthInTiles) { const index = {} // Convert pixel coordinates to map index coordinates index.x = Math.floor(x / tilewidth) index.y = Math.floor(y / tileheight) // Return the index number return index.x + (index.y * mapWidthInTiles) } /* #### getTile The `getTile` helper method converts a tile's index number into x/y screen coordinates, and capture's the tile's grid index (`gid`) number. It returns an object with `x`, `y`, `centerX`, `centerY`, `width`, `height`, `halfWidth` `halffHeight` and `gid` properties. (The `gid` number is the value that the tile has in the mapArray) This lets you use the returned object with the 2d geometric collision functions like `hitTestRectangle` or `rectangleCollision` The `world` object requires these properties: `x`, `y`, `tilewidth`, `tileheight` and `widthInTiles` */ getTile (index, mapArray, world) { const tile = {} tile.gid = mapArray[index] tile.width = world.tilewidth tile.height = world.tileheight tile.halfWidth = world.tilewidth / 2 tile.halfHeight = world.tileheight / 2 tile.x = ((index % world.widthInTiles) * world.tilewidth) + world.x tile.y = ((Math.floor(index / world.widthInTiles)) * world.tileheight) + world.y tile.gx = tile.x tile.gy = tile.y tile.centerX = tile.x + world.tilewidth / 2 tile.centery = tile.y + world.tileheight / 2 // Return the tile object return tile } /* #### surroundingCells The `surroundingCells` helper method returns an array containing 9 index numbers of map array cells around any given index number. Use it for an efficient broadphase/narrowphase collision test. The 2 arguments are the index number that represents the center cell, and the width of the map array. */ surroundingCells (index, widthInTiles) { return [ index - widthInTiles - 1, index - widthInTiles, index - widthInTiles + 1, index - 1, index, index + 1, index + widthInTiles - 1, index + widthInTiles, index + widthInTiles + 1 ] } // #### getPoints /* The `getPoints` method takes a sprite and returns an object that tells you what all its corner points are. The return object has four properties, each of which is an object with `x` and `y` properties: - `topLeft`: `x` and `y` properties describing the top left corner point. - `topRight`: `x` and `y` properties describing the top right corner point. - `bottomLeft`: `x` and `y` properties describing the bottom left corner point. - `bottomRight`: `x` and `y` properties describing the bottom right corner point. If the sprite has a `collisionArea` property that defines a smaller rectangular area inside the sprite, that collision area can be used instead for collisions instead of the sprite's dimensions. Here's How you could define a `collsionArea` on a sprite called `elf`: ```js elf.collisionArea = {x: 22, y: 44, width: 20, height: 20}; ``` Here's how you could use the `getPoints` method to find all the collision area's corner points. ```js let cornerPoints = tu.getPoints(elf.collisionArea); ``` */ getPoints (s) { const ca = s.collisionArea if (ca !== undefined) { return { topLeft: { x: s.x + ca.x, y: s.y + ca.y }, topRight: { x: s.x + ca.x + ca.width, y: s.y + ca.y }, bottomLeft: { x: s.x + ca.x, y: s.y + ca.y + ca.height }, bottomRight: { x: s.x + ca.x + ca.width, y: s.y + ca.y + ca.height } } } return { topLeft: { x: s.x, y: s.y }, topRight: { x: s.x + s.width - 1, y: s.y }, bottomLeft: { x: s.x, y: s.y + s.height - 1 }, bottomRight: { x: s.x + s.width - 1, y: s.y + s.height - 1 } } } // ### hitTestTile /* `hitTestTile` checks for a collision between a sprite and a tile in any map array that you specify. It returns a `collision` object. `collision.hit` is a Boolean that tells you if a sprite is colliding with the tile that you're checking. `collision.index` tells you the map array's index number of the colliding sprite. You can check for a collision with the tile against "every" corner point on the sprite, "some" corner points, or the sprite's "center" point. `hitTestTile` arguments: sprite, array, collisionTileGridIdNumber, worldObject, spritesPointsToCheck ```js tu.hitTestTile(sprite, array, collisioGid, world, pointsToCheck); ``` The `world` object (the 4th argument) has to have these properties: `tileheight`, `tilewidth`, `widthInTiles`. Here's how you could use `hitTestTile` to check for a collision between a sprite called `alien` and an array of wall sprites with map gid numbers of 0. ```js let alienVsFloor = g.hitTestTile(alien, wallMapArray, 0, world, "every"); ``` */ hitTestTile (sprite, mapArray, gidToCheck, world, pointsToCheck) { // The `checkPoints` helper function Loop through the sprite's corner points to // find out if they are inside an array cell that you're interested in. // Return `true` if they are const checkPoints = (key) => { // Get a reference to the current point to check. // (`topLeft`, `topRight`, `bottomLeft` or `bottomRight` ) const point = sprite.collisionPoints[key] // Find the point's index number in the map array collision.index = this.getIndex( point.x, point.y, world.tilewidth, world.tileheight, world.widthInTiles ) // Find out what the gid value is in the map position // that the point is currently over collision.gid = mapArray[collision.index] // If it matches the value of the gid that we're interested, in // then there's been a collision if (collision.gid === gidToCheck) { return true } return false } // Assign "some" as the default value for `pointsToCheck` pointsToCheck = pointsToCheck || 'some' // The collision object that will be returned by this function let collision = {} // Which points do you want to check? // "every", "some" or "center"? switch (pointsToCheck) { case 'center': // `hit` will be true only if the center point is touching const point = { center: { x: sprite.centerX, y: sprite.centerY } } sprite.collisionPoints = point collision.hit = Object.keys(sprite.collisionPoints).some(checkPoints) break case 'every': // `hit` will be true if every point is touching sprite.collisionPoints = this.getPoints(sprite) collision.hit = Object.keys(sprite.collisionPoints).every(checkPoints) break case 'some': // `hit` will be true only if some points are touching sprite.collisionPoints = this.getPoints(sprite) collision.hit = Object.keys(sprite.collisionPoints).some(checkPoints) break } // Return the collision object. // `collision.hit` will be true if a collision is detected. // `collision.index` tells you the map array index number where the // collision occured return collision } // ### updateMap /* `updateMap` takes a map array and adds a sprite's grid index number (`gid`) to it. It finds the sprite's new index position, and retuns the new map array. You can use it to do very efficient collision detection in tile based game worlds. `updateMap` arguments: array, singleSpriteOrArrayOfSprites, worldObject The `world` object (the 4th argument) has to have these properties: `tileheight`, `tilewidth`, `widthInTiles`. The sprite objects have to have have these properties: `centerX`, `centerY`, `index`, `gid` (The number in the array that represpents the sprite) Here's an example of how you could use `updateMap` in your game code like this: blockLayer.data = updateMap(blockLayer.data, blockLayer.children, world); The `blockLayer.data` array would now contain the new index position numbers of all the child sprites on that layer. */ updateMap (mapArray, spritesToUpdate, world) { // First create a map a new array filled with zeros. // The new map array will be exactly the same size as the original const newMapArray = mapArray.map((gid) => { gid = 0 return gid }) // Is `spriteToUpdate` an array of sprites? if (spritesToUpdate instanceof Array) { // Get the index number of each sprite in the `spritesToUpdate` array // and add the sprite's `gid` to the matching index on the map const self = this spritesToUpdate.forEach((sprite) => { // Find the new index number sprite.index = self.getIndex( sprite.centerX, sprite.centerY, world.tilewidth, world.tileheight, world.widthInTiles ) // Add the sprite's `gid` number to the correct index on the map newMapArray[sprite.index] = sprite.gid }) } // Is `spritesToUpdate` just a single sprite? else { const sprite = spritesToUpdate // Find the new index number sprite.index = this.getIndex( sprite.centerX, sprite.centerY, world.tilewidth, world.tileheight, world.widthInTiles ) // Add the sprite's `gid` number to the correct index on the map newMapArray[sprite.index] = sprite.gid } // Return the new map array to replace the previous one return newMapArray } /* ###makeTiledWorld `makeTiledWorld` is a quick and easy way to display a game world designed in Tiled Editor. Supply `makeTiledWorld` with 2 **string arguments**: 1. A JSON file generated by Tiled Editor. 2. A source image that represents the tile set you used to create the Tiled Editor world. ```js let world = makeTiledWorld("tiledEditorMapData.json", "tileset.png"); ``` (Note: `makeTiledWorld` looks for the JSON data file in Pixi's `loader.resources` object. So, make sure you've loaded the JSON file using Pixi's `loader`.) `makeTiledWorld` will return a Pixi `Container` that contains all the things in your Tiled Editor map as Pixi sprites. All the image tiles you create in Tiled Editor are automatically converted into Pixi sprites for you by `makeTiledWorld`. You can access all of them using two methods: `getObject` (for single sprites) and `getObjects` (with an "s") for multiple sprites. Let's find out how they work. ####world.getObject Tile Editor lets you assign a "name" properties any object. You can access any sprite by this name using the `getObject` method. `getObject` searches for and returns a sprite in the `world` that has the same `name` property that you assigned in Tiled Editor. Here's how to use `getObject` to look for an object called "alien" in the Tiled map data and assign it to a variable called `alien` ```js let alien = world.getObject("alien"); ``` `alien` is now an ordinary Pixi sprite that you can control just like any other Pixi sprite in your games. #### Creating sprites from generic objects Tiled Editor lets you create generic objects. These are objects that don't have images associated with them. Generic objects are handy to use, because they let you create complex game objects inside Tiled Editor, as pure data. You can then use that data your game code to build complex game objects. For example, imagine that you want to create a complex animated walking sprite called "elf". First, create the elf object in Tiled Editor as a generic object, but don't assign any image tiles to it. Next, in your game code, create a new Pixi AnimatedSprite called `elf` and give it any textures you want to use for its animation states. ```js //Create a new Pixi AnimatedSprite sprite let elf = new PIXI.AnimatedSprite(elfSpriteTextures); ``` Then use the `x` and `y` data from the generic "elf" object you created in Tiled Editor to position the `elf` sprite. ```js elf.x = world.getObject("elf").x; elf.y = world.getObject("elf").y; ``` This is a simple example, but you could make very complex data objects in Tiled Editor and use them to build complex sprites in the same way. ####Accessing Tiled Editor layer groups Tiled Editor lets you create **layer groups**. Each layer group you create in Tiled Editor is automatically converted by `makeTiledWorld` into a Pixi `Container` object. You can access those containers using `getObject` to extract the layer group container. Here's how you could extract the layer group called "objects" and add the `elf` sprite to it. ```js let objectsLayer = world.getObject("objects"); objectsLayer.addChild(elf); ``` If you want to add the sprite to a different world layer, you can do it like this: ```js world.getObject("treeTops").addChild(elf); ``` If you want to access all the sprites in a specific Tiled Editor layer, just supply `getObject` with the name of the layer. For example, if the layer name is "items", you can access it like this: ```js let itemsLayer = world.getObject("items"); ``` `itemsLayer` is now a Pixi container with a `children` array that contains all the sprites on that layer. To be safe, clone this array to create a new version that doesn't point to the original data file: ```js items = itemsLayer.children.slice(0); ``` You can now manipulate the `items` array freely without worrying about changing the original array. This can possibly help prevent some weird bugs in a complex game. ###Finding the "gid" values Tiled Editor uses "gid" numbers to identify different kinds of things in the world. If you ever need to extract sprites with specific `gid` numbers in a layer that contains different kinds of things, you can do it like this: ```js let items = itemsLayer.children.map(sprite => { if (sprite.gid !== 0) return sprite; }); ``` Every sprite created by `makeTiledWorld` has a `gid` property with a value that matches its Tiled Editor "gid" value. ####Accessing a layer's "data" array Tiled Editor's layers have a `data` property that is an array containing all the grid index numbers (`gid`) of the tiles in that array. Imagine that you've got a layer full of similar tiles representing the walls in a game. How do you access the array containing all the "gid" numbers of the wall sprites in that layer? If the layer's name is called "wallLayer", you can access the `wallLayer`'s `data` array of sprites like this: ```js wallMapArray = world.getObject("wallLayer").data; ``` `wallMapArray` is now an array of "gid" numbers referring to all the sprites on that layer. You can now use this data for collision detection, or doing any other kind of world building. ###world.getObjects There's another method called `getObjects` (with an "s"!) that lets you extract an array of sprites from the Tiled Editor data. Imagine that you created three game objects in Tiled Editor called "marmot", "skull" and "heart". `makeTiledWorld` automatically turns them into sprites, and you can access all of them as array of sprites using `getObjects` like this: ```js let gameItemsArray = world.getObjects("marmot", "skull", "heart"); ``` */ makeTiledWorld (jsonTiledMap, tileset) { // Create a group called `world` to contain all the layers, sprites // and objects from the `tiledMap`. The `world` object is going to be // returned to the main game program const tiledMap = PIXI.loader.resources[jsonTiledMap].data const world = new this.Container() world.tileheight = tiledMap.tileheight world.tilewidth = tiledMap.tilewidth // Calculate the `width` and `height` of the world, in pixels world.worldWidth = tiledMap.width * tiledMap.tilewidth world.worldHeight = tiledMap.height * tiledMap.tileheight // Get a reference to the world's height and width in // tiles, in case you need to know this later (you will!) world.widthInTiles = tiledMap.width world.heightInTiles = tiledMap.height // Create an `objects` array to store references to any // named objects in the map. Named objects all have // a `name` property that was assigned in Tiled Editor world.objects = [] // The optional spacing (padding) around each tile // This is to account for spacing around tiles // that's commonly used with texture atlas tilesets. Set the // `spacing` property when you create a new map in Tiled Editor const spacing = tiledMap.tilesets[0].spacing // Figure out how many columns there are on the tileset. // This is the width of the image, divided by the width // of each tile, plus any optional spacing thats around each tile const numberOfTilesetColumns = Math.floor( tiledMap.tilesets[0].imagewidth / (tiledMap.tilewidth + spacing) ) // Loop through all the map layers tiledMap.layers.forEach((tiledLayer) => { // Make a group for this layer and copy // all of the layer properties onto it. const layerGroup = new this.Container() Object.keys(tiledLayer).forEach((key) => { // Add all the layer's properties to the group, except the // width and height (because the group will work those our for // itself based on its content). if (key !== 'width' && key !== 'height') { layerGroup[key] = tiledLayer[key] } }) // Set the width and height of the layer to // the `world`'s width and height // layerGroup.width = world.width; // layerGroup.height = world.height; // Translate `opacity` to `alpha` layerGroup.alpha = tiledLayer.opacity // Add the group to the `world` world.addChild(layerGroup) // Push the group into the world's `objects` array // So you can access it later world.objects.push(layerGroup) // Is this current layer a `tilelayer`? if (tiledLayer.type === 'tilelayer') { // Loop through the `data` array of this layer tiledLayer.data.forEach((gid, index) => { let tileSprite, texture, mapX, mapY, tilesetX, tilesetY, mapColumn, mapRow, tilesetColumn, tilesetRow // If the grid id number (`gid`) isn't zero, create a sprite if (gid !== 0) { // Figure out the map column and row number that we're on, and then // calculate the grid cell's x and y pixel position. mapColumn = index % world.widthInTiles mapRow = Math.floor(index / world.widthInTiles) mapX = mapColumn * world.tilewidth mapY = mapRow * world.tileheight // Figure out the column and row number that the tileset // image is on, and then use those values to calculate // the x and y pixel position of the image on the tileset tilesetColumn = ((gid - 1) % numberOfTilesetColumns) tilesetRow = Math.floor((gid - 1) / numberOfTilesetColumns) tilesetX = tilesetColumn * world.tilewidth tilesetY = tilesetRow * world.tileheight // Compensate for any optional spacing (padding) around the tiles if // there is any. This bit of code accumlates the spacing offsets from the // left side of the tileset and adds them to the current tile's position if (spacing > 0) { tilesetX += spacing + (spacing * ((gid - 1) % numberOfTilesetColumns)) tilesetY += spacing + (spacing * Math.floor((gid - 1) / numberOfTilesetColumns)) } // Use the above values to create the sprite's image from // the tileset image texture = this.frame( tileset, tilesetX, tilesetY, world.tilewidth, world.tileheight ) // I've dedcided that any tiles that have a `name` property are important // and should be accessible in the `world.objects` array. let tileproperties = tiledMap.tilesets[0].tileproperties let key = String(gid - 1) // If the JSON `tileproperties` object has a sub-object that // matches the current tile, and that sub-object has a `name` property, // then create a sprite and assign the tile properties onto // the sprite if (tileproperties[key] && tileproperties[key].name) { // Make a sprite tileSprite = new this.Sprite(texture) // Copy all of the tile's properties onto the sprite // (This includes the `name` property) Object.keys(tileproperties[key]).forEach((property) => { // console.log(tileproperties[key][property]) tileSprite[property] = tileproperties[key][property] }) // Push the sprite into the world's `objects` array // so that you can access it by `name` later world.objects.push(tileSprite) } // If the tile doesn't have a `name` property, just use it to // create an ordinary sprite (it will only need one texture) else { tileSprite = new this.Sprite(texture) } // Position the sprite on the map tileSprite.x = mapX tileSprite.y = mapY // Make a record of the sprite's index number in the array // (We'll use this for collision detection later) tileSprite.index = index // Make a record of the sprite's `gid` on the tileset. // This will also be useful for collision detection later tileSprite.gid = gid // Add the sprite to the current layer group layerGroup.addChild(tileSprite) } }) } // Is this layer an `objectgroup`? if (tiledLayer.type === 'objectgroup') { tiledLayer.objects.forEach((object) => { // We're just going to capture the object's properties // so that we can decide what to do with it later // Get a reference to the layer group the object is in object.group = layerGroup // Because this is an object layer, it doesn't contain any // sprites, just data object. That means it won't be able to // calucalte its own height and width. To help it out, give // the `layerGroup` the same `width` and `height` as the `world` // layerGroup.width = world.width; // layerGroup.height = world.height; // Push the object into the world's `objects` array world.objects.push(object) }) } }) // Search functions // `world.getObject` and `world.getObjects` search for and return // any sprites or objects in the `world.objects` array. // Any object that has a `name` propery in // Tiled Editor will show up in a search. // `getObject` gives you a single object, `getObjects` gives you an array // of objects. // `getObject` returns the actual search function, so you // can use the following format to directly access a single object: // sprite.x = world.getObject("anySprite").x; // sprite.y = world.getObject("anySprite").y; world.getObject = objectName => { const searchForObject = () => { let foundObject world.objects.some((object) => { if (object.name && object.name === objectName) { foundObject = object return true } }) if (foundObject) { return foundObject } throw new Error(`There is no object with the property name: ${objectName}`) } // Return the search function return searchForObject() } world.getObjects = objectNames => { const foundObjects = [] world.objects.forEach((object) => { if (object.name && objectNames.indexOf(object.name) !== -1) { foundObjects.push(object) } }) if (foundObjects.length > 0) { return foundObjects } throw new Error('I could not find those objects') } // That's it, we're done! // Finally, return the `world` object back to the game program return world } /* Isometric tile utilities */ /* ### byDepth And array `sort` function that depth-sorts sprites according to their `z` properties */ byDepth (a, b) { // Calculate the depths of `a` and `b` // (add `1` to `a.z` and `b.x` to avoid multiplying by 0) a.depth = (a.cartX + a.cartY) * (a.z + 1) b.depth = (b.cartX + b.cartY) * (b.z + 1) // Move sprites with a lower depth to a higher position in the array if (a.depth < b.depth) { return -1 } else if (a.depth > b.depth) { return 1 } return 0 } /* ### hitTestIsoTile Same API as `hitTestTile`, except that it works with isometric sprites. Make sure that your `world` object has properties called `cartTileWidth` and `cartTileHeight` that define the Cartesian with and height of your tile cells, in pixels. */ hitTestIsoTile (sprite, mapArray, gidToCheck, world, pointsToCheck) { // The `checkPoints` helper function Loop through the sprite's corner points to // find out if they are inside an array cell that you're interested in. // Return `true` if they are const checkPoints = (key) => { // Get a reference to the current point to check. // (`topLeft`, `topRight`, `bottomLeft` or `bottomRight` ) const point = sprite.collisionPoints[key] // Find the point's index number in the map array collision.index = this.getIndex( point.x, point.y, world.cartTilewidth, world.cartTileheight, world.widthInTiles ) // Find out what the gid value is in the map position // that the point is currently over collision.gid = mapArray[collision.index] // If it matches the value of the gid that we're interested, in // then there's been a collision if (collision.gid === gidToCheck) { return true } return false } // Assign "some" as the default value for `pointsToCheck` pointsToCheck = pointsToCheck || 'some' // The collision object that will be returned by this function let collision = {} // Which points do you want to check? // "every", "some" or "center"? switch (pointsToCheck) { case 'center': // `hit` will be true only if the center point is touching const point = { center: { // x: sprite.centerX, // y: sprite.centerY x: s.cartX + ca.x + (ca.width / 2), y: s.cartY + ca.y + (ca.height / 2) } } sprite.collisionPoints = point collision.hit = Object.keys(sprite.collisionPoints).some(checkPoints) break case 'every': // `hit` will be true if every point is touching sprite.collisionPoints = this.getIsoPoints(sprite) collision.hit = Object.keys(sprite.collisionPoints).every(checkPoints) break case 'some': // `hit` will be true only if some points are touching sprite.collisionPoints = this.getIsoPoints(sprite) collision.hit = Object.keys(sprite.collisionPoints).some(checkPoints) break } // Return the collision object. // `collision.hit` will be true if a collision is detected. // `collision.index` tells you the map array index number where the // collision occured return collision } /* ### getIsoPoints The isomertic version of `getPoints` */ getIsoPoints (s) { const ca = s.collisionArea if (ca !== undefined) { return { topLeft: { x: s.cartX + ca.x, y: s.cartY + ca.y }, topRight: { x: s.cartX + ca.x + ca.width, y: s.cartY + ca.y }, bottomLeft: { x: s.cartX + ca.x, y: s.cartY + ca.y + ca.height }, bottomRight: { x: s.cartX + ca.x + ca.width, y: s.cartY + ca.y + ca.height } } } return { topLeft: { x: s.cartX, y: s.cartY }, topRight: { x: s.cartX + s.cartWidth - 1, y: s.cartY }, bottomLeft: { x: s.cartX, y: s.cartY + s.cartHeight - 1 }, bottomRight: { x: s.cartX + s.cartWidth - 1, y: s.cartY + s.cartHeight - 1 } } } /* ### makeIsoPointer Used to add a isometric properties to any mouse/touch `pointer` object with `x` and `y` properties. Supply `makeIsoPointer` with the pointer object and the isometric `world` object */ // Create some useful properties on the pointer makeIsoPointer (pointer, world) { Object.defineProperties(pointer, { // The isometric's world's Cartesian coordiantes cartX: { get () { const x = (((2 * this.y + this.x) - (2 * world.y + world.x)) / 2) - (world.cartTilewidth / 2) return x }, enumerable: true, configurable: true }, cartY: { get () { const y = (((2 * this.y - this.x) - (2 * world.y - world.x)) / 2) + (world.cartTileheight / 2) return y }, enumerable: true, configurable: true }, // The tile's column and row in the array column: { get () { return Math.floor(this.cartX / world.cartTilewidth) }, enumerable: true, configurable: true }, row: { get () { return Math.floor(this.cartY / world.cartTileheight) }, enumerable: true, configurable: true }, // The tile's index number in the array index: { get () { const index = {} // Convert pixel coordinates to map index coordinates index.x = Math.floor(this.cartX / world.cartTilewidth) index.y = Math.floor(this.cartY / world.cartTileheight) // Return the index number return index.x + (index.y * world.widthInTiles) }, enumerable: true, configurable: true } }) } /* ### isoRectangle A function for creating a simple isometric diamond shaped rectangle using Pixi's graphics library */ isoRectangle (width, height, fillStyle) { // Figure out the `halfHeight` value const halfHeight = height / 2 // Draw the flattened and rotated square (diamond shape) const rectangle = new this.Graphics() rectangle.beginFill(fillStyle) rectangle.moveTo(0, 0) rectangle.lineTo(width, halfHeight) rectangle.lineTo(0, height) rectangle.lineTo(-width, halfHeight) rectangle.lineTo(0, 0) rectangle.endFill() // Generate a texture from the rectangle const texture = rectangle.generateTexture() // Use the texture to create a sprite const sprite = new this.Sprite(texture) // Return it to the main program return sprite } /* ### addIsoProperties Add properties to a sprite to help work between Cartesian and isometric properties: `isoX`, `isoY`, `cartX`, `cartWidth` and `cartHeight`. */ addIsoProperties (sprite, x, y, width, height) { // Cartisian (flat 2D) properties sprite.cartX = x sprite.cartY = y sprite.cartWidth = width sprite.cartHeight = height // Add a getter/setter for the isometric properties Object.defineProperties(sprite, { isoX: { get () { return this.cartX - this.cartY }, enumerable: true, configurable: true }, isoY: { get () { return (this.cartX + this.cartY) / 2 }, enumerable: true, configurable: true } }) } /* ### makeIsoTiledWorld Make an isometric world from TiledEditor map data. Uses the same API as `makeTiledWorld` */ makeIsoTiledWorld (jsonTiledMap, tileset) { // Create a group called `world` to contain all the layers, sprites // and objects from the `tiledMap`. The `world` object is going to be // returned to the main game program const tiledMap = PIXI.loader.resources[jsonTiledMap].data // A. You need to add three custom properties to your Tiled Editor // map: `cartTilewidth`,`cartTileheight` and `tileDepth`. They define the Cartesian // dimesions of the tiles (32x32x64). // Check to make sure that these custom properties exist if (!tiledMap.properties.cartTilewidth && !tiledMap.properties.cartTileheight && !tiledMao.properties.tileDepth) { throw new Error( 'Set custom cartTilewidth, cartTileheight and tileDepth map properties in Tiled Editor' ) } // Create the `world` container const world = new this.Container() // B. Set the `tileHeight` to the `tiledMap`'s `tileDepth` property // so that it matches the pixel height of the sprite tile image world.tileheight = parseInt(tiledMap.properties.tileDepth) world.tilewidth = tiledMap.tilewidth // C. Define the Cartesian dimesions of each tile world.cartTileheight = parseInt(tiledMap.properties.cartTileheight) world.cartTilewidth = parseInt(tiledMap.properties.cartTilewidth) // D. Calculate the `width` and `height` of the world, in pixels // using the `world.cartTileHeight` and `world.cartTilewidth` // values world.worldWidth = tiledMap.width * world.cartTilewidth world.worldHeight = tiledMap.height * world.cartTileheight // Get a reference to the world's height and width in // tiles, in case you need to know this later (you will!) world.widthInTiles = tiledMap.width world.heightInTiles = tiledMap.height // Create an `objects` array to store references to any // named objects in the map. Named objects all have // a `name` property that was assigned in Tiled Editor world.objects = [] // The optional spacing (padding) around each tile // This is to account for spacing around tiles // that's commonly used with texture atlas tilesets. Set the // `spacing` property when you create a new map in Tiled Editor const spacing = tiledMap.tilesets[0].spacing // Figure out how many columns there are on the tileset. // This is the width of the image, divided by the width // of each tile, plus any optional spacing thats around each tile const numberOfTilesetColumns = Math.floor( tiledMap.tilesets[0].imagewidth / (tiledMap.tilewidth + spacing) ) // E. A `z` property to help track which depth level the sprites are on let z = 0 // Loop through all the map layers tiledMap.layers.forEach((tiledLayer) => { // Make a group for this layer and copy // all of the layer properties onto it. const layerGroup = new this.Container() Object.keys(tiledLayer).forEach((key) => { // Add all the layer's properties to the group, except the // width and height (because the group will work those our for // itself based on its content). if (key !== 'width' && key !== 'height') { layerGroup[key] = tiledLayer[key] } }) // Translate `opacity` to `alpha` layerGroup.alpha = tiledLayer.opacity // Add the group to the `world` world.addChild(layerGroup) // Push the group into the world's `objects` array // So you can access it later world.objects.push(layerGroup) // Is this current layer a `tilelayer`? if (tiledLayer.type === 'tilelayer') { // Loop through the `data` array of this layer tiledLayer.data.forEach((gid, index) => { let tileSprite, texture, mapX, mapY, tilesetX, tilesetY, mapColumn, mapRow, tilesetColumn, tilesetRow // If the grid id number (`gid`) isn't zero, create a sprite if (gid !== 0) { // Figure out the map column and row number that we're on, and then // calculate the grid cell's x and y pixel position. mapColumn = index % world.widthInTiles mapRow = Math.floor(index / world.widthInTiles) // F. Use the Cartesian values to find the // `mapX` and `mapY` values mapX = mapColumn * world.cartTilewidth mapY = mapRow * world.cartTileheight // Figure out the column and row number that the tileset // image is on, and then use those values to calculate // the x and y pixel position of the image on the tileset tilesetColumn = ((gid - 1) % numberOfTilesetColumns) tilesetRow = Math.floor((gid - 1) / numberOfTilesetColumns) tilesetX = tilesetColumn * world.tilewidth tilesetY = tilesetRow * world.tileheight // Compensate for any optional spacing (padding) around the tiles if // there is any. This bit of code accumlates the spacing offsets from the // left side of the tileset and adds them to the current tile's position if (spacing > 0) { tilesetX += spacing + (spacing * ((gid - 1) % numberOfTilesetColumns)) tilesetY += spacing + (spacing * Math.floor((gid - 1) / numberOfTilesetColumns)) } // Use the above values to create the sprite's image from // the tileset image texture = this.frame( tileset, tilesetX, tilesetY, world.tilewidth, world.tileheight ) // I've dedcided that any tiles that have a `name` property are important // and should be accessible in the `world.objects` array. let tileproperties = tiledMap.tilesets[0].tileproperties let key = String(gid - 1) // If the JSON `tileproperties` object has a sub-object that // matches the current tile, and that sub-object has a `name` property, // then create a sprite and assign the tile properties onto // the sprite if (tileproperties[key] && tileproperties[key].name) { // Make a sprite tileSprite = new this.Sprite(texture) // Copy all of the tile's properties onto the sprite // (This includes the `name` property) Object.keys(tileproperties[key]).forEach((property) => { // console.log(tileproperties[key][property]) tileSprite[property] = tileproperties[key][property] }) // Push the sprite into the world's `objects` array // so that you can access it by `name` later world.objects.push(tileSprite) } // If the tile doesn't have a `name` property, just use it to // create an ordinary sprite (it will only need one texture) else { tileSprite = new this.Sprite(texture) } // G. Add isometric properties to the sprite this.addIsoProperties( tileSprite, mapX, mapY, world.cartTilewidth, world.cartTileheight ) // H. Use the isometric position to add the sprite to the world tileSprite.x = tileSprite.isoX tileSprite.y = tileSprite.isoY tileSprite.z = z // Make a record of the sprite's index number in the array // (We'll use this for collision detection later) tileSprite.index = index // Make a record of the sprite's `gid` on the tileset. // This will also be useful for collision detection later tileSprite.gid = gid // Add the sprite to the current layer group layerGroup.addChild(tileSprite) } }) } // Is this layer an `objectgroup`? if (tiledLayer.type === 'objectgroup') { tiledLayer.objects.forEach((object) => { // We're just going to capture the object's properties // so that we can decide what to do with it later // Get a reference to the layer group the object is in object.group = layerGroup // Push the object into the world's `objects` array world.objects.push(object) }) } // I. Add 1 to the z index (the first layer will have a z index of `1`) z += 1 }) // Search functions // `world.getObject` and `world.getObjects` search for and return // any sprites or objects in the `world.objects` array. // Any object that has a `name` propery in // Tiled Editor will show up in a search. // `getObject` gives you a single object, `getObjects` gives you an array // of objects. // `getObject` returns the actual search function, so you // can use the following format to directly access a single object: // sprite.x = world.getObject("anySprite").x; // sprite.y = world.getObject("anySprite").y; world.getObject = objectName => { const searchForObject = () => { let foundObject world.objects.some((object) => { if (object.name && object.name === objectName) { foundObject = object return true } }) if (foundObject) { return foundObject } throw new Error(`There is no object with the property name: ${objectName}`) } // Return the search function return searchForObject() } world.getObjects = objectNames => { const foundObjects = [] world.objects.forEach((object) => { if (object.name && objectNames.indexOf(object.name) !== -1) { foundObjects.push(object) } }) if (foundObjects.length > 0) { return foundObjects } throw new Error('I could not find those objects') } // That's it, we're done! // Finally, return the `world` object back to the game program return world } /* //### The `shortestPath` function An A-Star search algorithm that returns an array of grid index numbers that represent the shortest path between two points on a map. Use it like this: let shortestPath = tu.shortestPath( startIndex, //The start map index destinationIndex, //The destination index mapArray, //The map array mapWidthInTiles, //Map wdith, in tiles [1,2], //Obstacle gid array "manhattan" //Heuristic to use: "manhatten", "euclidean" or "diagonal" ); */ shortestPath ( startIndex, destinationIndex, mapArray, mapWidthInTiles, obstacleGids = [], heuristic = 'manhattan', useDiagonalNodes = true ) { // The `nodes` function creates the array of node objects const nodes = (mapArray, mapWidthInTiles) => mapArray.map((cell, index) => { // Figure out the row and column of this cell const column = index % mapWidthInTiles const row = Math.floor(index / mapWidthInTiles) // The node object node = { f: 0, g: 0, h: 0, parent: null, column, row, index } return node }) // Initialize theShortestPath array const theShortestPath = [] // Initialize the node map const nodeMap = nodes(mapArray, mapWidthInTiles) // Initialize the closed and open list arrays const closedList = [] let openList = [] // Declare the "costs" of travelling in straight or // diagonal lines const straightCost = 10 const diagonalCost = 14 // Get the start node const startNode = nodeMap[startIndex] // Get the current center node. The first one will // match the path's start position let centerNode = startNode // Push the `centerNode` into the `openList`, because // it's the first node that we're going to check openList.push(centerNode) // Get the current destination node. The first one will // match the path's end position const destinationNode = nodeMap[destinationIndex] // All the nodes that are surrounding the current map index number const surroundingNodes = (index, mapArray, mapWidthInTiles, useDiagonalNodes) => { // Find out what all the surrounding nodes are, including those that // might be beyond the borders of the map const allSurroundingNodes = [ nodeMap[index - mapWidthInTiles - 1], nodeMap[index - mapWidthInTiles], nodeMap[index - mapWidthInTiles + 1], nodeMap[index - 1], nodeMap[index + 1], nodeMap[index + mapWidthInTiles - 1], nodeMap[index + mapWidthInTiles], nodeMap[index + mapWidthInTiles + 1] ] // Optionaly exlude the diagonal nodes, which is often perferable // for 2D maze games const crossSurroundingNodes = [ nodeMap[index - mapWidthInTiles], nodeMap[index - 1], nodeMap[index + 1], nodeMap[index + mapWidthInTiles] ] // Use either `allSurroundingNodes` or `crossSurroundingNodes` depending // on the the value of `useDiagonalNodes` let nodesToCheck if (useDiagonalNodes) { nodesToCheck = allSurroundingNodes } else { nodesToCheck = crossSurroundingNodes } // Find the valid sourrounding nodes, which are ones inside // the map border that don't incldue obstacles. Change `allSurroundingNodes` // to `crossSurroundingNodes` to prevent the path from choosing diagonal routes const validSurroundingNodes = nodesToCheck.filter((node) => { // The node will be beyond the top and bottom edges of the // map if it is `undefined` const nodeIsWithinTopAndBottomBounds = node !== undefined // Only return nodes that are within the top and bottom map bounds if (nodeIsWithinTopAndBottomBounds) { // Some Boolean values that tell us whether the current map index is on // the left or right border of the map, and whether any of the nodes // surrounding that index extend beyond the left and right borders const indexIsOnLeftBorder = index % mapWidthInTiles === 0 const indexIsOnRightBorder = (index + 1) % mapWidthInTiles === 0 const nodeIsBeyondLeftBorder = node.column % (mapWidthInTiles - 1) === 0 && node.column !== 0 const nodeIsBeyondRightBorder = node.column % mapWidthInTiles === 0 // Find out whether of not the node contains an obstacle by looping // through the obstacle gids and and returning `true` if it // finds any at this node's location const nodeContainsAnObstacle = obstacleGids.some(obstacle => mapArray[node.index] === obstacle) // If the index is on the left border and any nodes surrounding it are beyond the // left border, don't return that node if (indexIsOnLeftBorder) { // console.log("left border") return !nodeIsBeyondLeftBorder } // If the index is on the right border and any nodes surrounding it are beyond the // right border, don't return that node else if (indexIsOnRightBorder) { // console.log("right border") return !nodeIsBeyondRightBorder } // Return `true` if the node doesn't contain any obstacles else if (nodeContainsAnObstacle) { return false }